Medium Fiend, Chaotic Evil
Armor Class 18
Hit Points 380 (38d10 + 100)
Speed 30 ft., Fly 60 ft.
STR
30 (+10)
DEX
18 (+4)
CON
20 (+5)
INT
25 (+7)
WIS
10 (+0)
CHA
25 (+7)
Saving Throws STR +18, INT +15, CHA +15
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision 120, Passive Perception 10
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/day). If Albedo fails a saving throw, she can choose to succeed instead.

Shielded Mind. Albedo is immune to scrying and to any effect that would sense her emotions, read her thoughts, or detect her locations.

Multiattack. Albedo can make 4 attacks.

Actions

Extending Handle Greataxe. Melee Weapon Attack: +18 to hit, reach 5-10 ft., 1 target. Hit: 36 (4d12 + 10) slashing damage. 

Bonus Actions

Vulnerable Bedroom Eyes. Ranged Spell Attack: range 10/60 ft. 1 target. The target must make a DC 15 Wisdom saving throw or take 9 (1d4 +7) psychic damage, be charmed and go to sleep for 2 turns. Upon a successful save, nothing happens.

Reactions

Nullifying Armor (3/day). When an attack hits, the damage can be nullified.

Legendary Actions

Albedo can take 3 legendary actions, choosing from the options below. Only one legendary action options can be used at a time and only at the end of another creature's turn. Albedo regains spend legendary actions at the start of her turn.

Greataxe Attack (Costs 1 Action). Albedo can make a Greataxe attack.

Wing Attack (Costs 2 Actions). Albedo beats her wings. Each creature within 10 ft. of Albedo must succeed on a DC 17 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. Albedo can then fly up to half her speed.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Albedo will do anything for Ainz Ooal Gown.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Chase61612

Comments

Posts Quoted:
Reply
Clear All Quotes